does the ultima fight count?
Seeing people panicking in what seems to be no way to dodge a mechanic was hilarious xD
does the ultima fight count?
Seeing people panicking in what seems to be no way to dodge a mechanic was hilarious xD
ehn.
the dungeons were built around classes and abilities from 2.0 and ARR took far, far longer than it did now. it's also very very easy to overgear and overlevel yourself now. compared to some job quests (looking at you, arcanist) the dungeons were already a breeze. there were very few things in them that could kill you already. back in arr when wars had to steal flash from palis and healers needed to steal swiftcast from black mages, sure. but now it's like... it was already really hard to die in them, y'know?
i see no issue with any of the changes as the HW dungeons ramp up the difficulty nicely. hell, even keeper of the lake is more than enough of a slap to the face to wake up the beginners.
i'm fine with the changes.
I haven't done all of the ARR dungeons since the changes, but what I've seen changed has been pretty decent where there were actual major changes.
Sastasha, I think they could've done a little more, maybe move the note more onto the path and not keep it in that side room. But it's not like the dungeon had any major issues to begin with so it being unchanged isn't really a problem.
Copperbell, the only problem the dungeon really had was the wait time in the bosses, that's been removed which was very nice and the bosses have been given more "normal" mechanics.
Toto-Rak, they scrapped over half of the dungeon, but somehow made it feel bigger than before. And by removing the photocells and Leaden, it's infinitely smoother to go through.
Stone Vigil, removing the cannons from the second boss is nice since you could end up with one of it's typhoons sitting on top of a cannon making it tricky to shoot it.
Dzemael Darkhold, the second part of the dungeon got a nice overhaul, removing the section at the bottom of the cliff where nobody willingly went to anyways. And filling in some gaps in the path.


Honestly, I would even dare saying it: they should rework Bahamut raids as well.
Might as well if homogenization is the plan. Just make T3 a solo instance, tone down the other raids, add them all to the raid roulette, and add savage versions for the first and third tiers.


Yes that's pretty much what I have in mind.
Tone them all down to make a 'Normal' mode.
Rename the current ones as 'Savage'.
Maybe adjust some of the markers. Remove some trash here and there.
For T6-T9, keep the savage version for Savage, ditch the current 'normal' mode.
Include the new Normal mode in the raid roulette.
Veteran players are not doing those raids anymore (unless they have to quickly solo one for Wondrous Trails or a piece of glam).
Most newcomers just ask for someone to carry them through it which is not fun for anyone.
So it would be a gain for everybody. Would like to fight Bahamut occasionally on roulettes.




Other than the obvious lighting, removal of photocell, omegalul wallpulls and notable less threatening mobs, the other thing that I noticed from Toto-Rak change is how they turn bosses' poison debuff into an uncleansable version. Is this a sign they're planning to remove Healers' Esuna?![]()
If anything, it was probably done to stop people from spamming Esuna on those fights as the way they worked was that they would reapply it if their main target didn't have poison up. Some healers and the Trusts going "Oh hey, tank has poison. Gotta cast Esuna. Oh hey, tank has poison again. Gotta cast Esuna. Oh hey, tank has poison again, Gotta cast Esuna."Other than the obvious lighting, removal of photocell, omegalul wallpulls and notable less threatening mobs, the other thing that I noticed from Toto-Rak change is how they turn bosses' poison debuff into an uncleansable version. Is this a sign they're planning to remove Healers' Esuna?
I don’t view these changes as actions that SE took to appeal to lower denominators player base, but rather changes that are very necessary to make new low level trust system to work. Some of the old mechanics may not be suitable for trusts. Are these changes good? I don’t think so. These changes took away the unique feeling from each dungeon and made them feel like generic pull-everything-to-boss dungeon. I just wish trust system is never implemented. It’s a MMORPG game, interacting with other people is essential in this genre. Yoshi-p is unfortunately shifting their focus to RPGMMO. I wish all these efforts on low level stuff can be put into making current systems better, or making Viera’s hairstyle.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote




